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Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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InterVi |
дратути |
04:48 |
InterVi |
hi all |
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Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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MinetestBot |
[git] vlapsley -> minetest/minetest: Mapgen: Add Carpathian mapgen (#6015) a80ecbe https://git.io/vQwtO (2017-07-06T11:53:56Z) |
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Lugal |
Hello |
18:36 |
Lugal |
can you tell me pls, where are the animations of the models saved? |
18:37 |
Lugal |
I mean, are they usually saved in the model file? or in the game's binary? or is there a separate file for animations? |
18:38 |
Raven262 |
They are in the model file i think |
18:39 |
calcul0n |
i think model files define bones which can be controlled by a lua script |
18:39 |
calcul0n |
that's what i understood from what i read, but don't know much about that |
18:40 |
calcul0n |
they can also be animated textures for simple things, ie multiple frames packed in one texture |
18:42 |
Raven262 |
I thought that there are already defined animation saved in the model file. |
18:42 |
Raven262 |
Namely: Walk, dig, walk and dig |
18:42 |
Lugal |
hm |
18:42 |
Raven262 |
But i have no experience with this so i might be wrong. |
18:42 |
Lugal |
how can I access the animation? |
18:42 |
Raven262 |
Use blender |
18:43 |
Lugal |
for example from bledner?? |
18:43 |
Raven262 |
Just open it in blender |
18:43 |
Raven262 |
There should be some animations tab or something, I don't really know how to use blender |
18:44 |
Lugal |
ok, I'll try |
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KaadmY |
Minetest carpathian mapgen stable release wen |
18:58 |
KaadmY |
It's gorgrous |
18:58 |
KaadmY |
gorgeous* |
18:58 |
KaadmY |
https://cdn.discordapp.com/attachments/305843485687414796/332587726824275988/screenshot_20170706_112106.png |
18:58 |
KaadmY |
https://cdn.discordapp.com/attachments/312390672105734144/332587848463286273/screenshot_20170706_112139.png |
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Raven262 |
The best mapgen around imo |
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19:13 |
KaadmY |
+1 |
19:13 |
Lugal |
why is the b3d format used, if its not openable by blender? and why is it not openable? |
19:14 |
KaadmY |
Probably because it's the default model format for animated models in Irrlicht |
19:14 |
KaadmY |
You can use .obj for static meshes, but they can't be animated |
19:16 |
calcul0n |
b3d is not supported by default in blender, but maybe there are plugins for that |
19:17 |
calcul0n |
it's a common export format used by many games |
19:17 |
calcul0n |
the best would be to find the original .blend file, but you'll have to ask the author if it's not included in the mod sources |
19:17 |
KaadmY |
I have a nondefault b3d exporter |
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KaadmY |
The default one doesn't work and has glitches in Minetest |
19:19 |
calcul0n |
if you're just looking for an example the goblins mod includes the .blend |
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KaadmY |
Lugal: if you're curious, Minetest supports .x, .b3d, .md2, and .obj |
21:35 |
KaadmY |
Looking through the code right now |
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Lugal |
hmm |
22:46 |
Lugal |
I tried to replay the b3d file with another x file, and it didnt word either :'( |
22:46 |
Lugal |
I replace the zombie b3d with some model from opengameart website, but the zombies invisible now :( |
22:50 |
KaadmY |
Replace the texture for it with a fully opaque one |
22:50 |
KaadmY |
Scale might also be huge or tiny |
22:51 |
Lugal |
i took the texture from the model from internet and change it from jpg to png |
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sofar |
models not made for MT usually need re-uv mapping |
22:57 |
sofar |
they may have embedded textures in them too that MT does not see |
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